/Engine/Plugins/Experimental/CharacterFXEditor/ExampleCharacterFXEditor/Source/ExampleCharacterFXEditor/Public/ExampleCharacterFXEditorSubsystem.h
It's included here as an example, but if the concrete AssetEditor is associated with an asset type this class may not be necessary.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UExampleCharacterFXEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)
TMap<TObjectPt...
OpenedEditorInstances
Manage instances of the editor.
TObjectPtr<UTo...
ToolTargetManager
Used to let the subsystem figure out whether targets are valid.